How to make a map:

Working on instructions.

The basic code layout

<!--this is a comment note: please do not copy this line it is only
to tell you that this is a comment. A comment allows other users to understand
the code better -->
<?xml version="1.0" encoding="ISO-8859-1" standalone="no"?>
<!DOCTYPE Resource SYSTEM "AATeam/map-0.2.8.0.dtd">
<Resource type="aamap" name="name" version="0.0.0" author="author"
category="fortress">
<Map version="0.2.8">
<Settings>
<!--Your field setting goes here-->
</Settings>
<World>
<Field>
<!--Your field layout goes here-->
</Field>
</World>
</Map>
</Resource>

This is the basic code structure to making a map.

note: a comment is a piece of data that the program does not read; it is useful to help other map makers understand your code.

This includes no content right now so if you were to load the page exactly as it is Armagetron Advanced will load in the default map and settings.

Instead of the xdir and ydir you can put in angle="degrees" where degrees is in degrees starting from the positive x direction.

Each spawn creates a new starting position

Also, when you make levels that have just two spawn points, multiple cycles will be created at them in game if more then two people join. This can be useful when making team maps (such as ones for the CT Wild Server), as you only have to make two spawn points instead of 14

This is the code for a wall surrounding the level, which prevents players from going on to infinity. Your level MUST have at least this type of wall, for it to be classified as a level.

NOTE:If you want a square (four sided shape) you must specify 5 wall points. If you want a 6-sided shape, then you must specify 7 wall points.

If you want to use Circles go to General Consumption. That site also works good with any polygon you just need to declare you segments. you also may have to adjust the start and end angle for some maps